Files
UnrealEngineUWP/Engine/Source/Runtime/ImageWrapper/Private/Formats/IcoImageWrapper.h
charles bloom 04ffabc485 ImageWrapper and import/export refactor
FImage is now the standard preferred type for a bag of pixels
FImageView can point at pixels without owning an allocation
ERawImageFormat (FImage) converts to ETextureSourceFormat
FImageUtils provides generic load/save and get/set from FImage
major cleanup in the ImageWrappers
new preferred API is through ImageWrapperModule Compress/Decompress
SetRaw/GetRaw functions cleaned up to not have undefined behavior on unexpected formats
ImageWrapper output added for HDR,BMP,TGA
RGBA32F format added and supported throughout import/export
EditorFactories import/export made more generic, most image types handled the same way using FImage now
Deprecate old TSF RGBA order pixel formats
Fix many crashes or bad handling of unusual pixel formats
Pixel access functions should be used instead of switches on pixel type

#preflight 6230ade7e65a7e65d68a187c
#rb julien.stjean,martins.mozeiko,dan.thompson,fabian.giesen

[CL 19397199 by charles bloom in ue5-main branch]
2022-03-15 18:29:37 -04:00

57 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Templates/SharedPointer.h"
#include "ImageWrapperBase.h"
/**
* ICO implementation of the helper class.
*/
class FIcoImageWrapper
: public FImageWrapperBase
{
public:
/** Default Constructor. */
FIcoImageWrapper();
public:
//~ FImageWrapper Interface
virtual void Compress(int32 Quality) override;
virtual void Uncompress(const ERGBFormat InFormat, int32 InBitDepth) override;
virtual bool SetCompressed(const void* InCompressedData, int64 InCompressedSize) override;
virtual bool GetRaw(const ERGBFormat InFormat, int32 InBitDepth, TArray64<uint8>& OutRawData) override;
virtual bool CanSetRawFormat(const ERGBFormat InFormat, const int32 InBitDepth) const override;
virtual ERawImageFormat::Type GetSupportedRawFormat(const ERawImageFormat::Type InFormat) const override;
protected:
/**
* Load the header information.
*
* @return true if successful
*/
bool LoadICOHeader();
private:
/** Sub-wrapper component, as icons that contain PNG or BMP data */
TSharedPtr<FImageWrapperBase> SubImageWrapper;
/** Offset into file that we use as image data */
uint32 ImageOffset;
/** Size of image data in file */
uint32 ImageSize;
/** Whether we should use PNG or BMP data */
bool bIsPng;
};